/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2006 - 2013 ScriptDev2 <http://www.scriptdev2.com/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

/* ScriptData
 SDName: Boss_Grizzle
 SD%Complete: 100
 SDComment:
 SDCategory: Blackrock Depths
 EndScriptData */

#include "ScriptPCH.h"

enum Spells
{
    SPELL_GROUNDTREMOR = 6524, SPELL_FRENZY = 28371
};

class boss_grizzle: public CreatureScript
{
public:
    boss_grizzle () :
            CreatureScript("boss_grizzle")
    {
    }

    CreatureAI* GetAI (Creature* pCreature) const
    {
        return new boss_grizzleAI(pCreature);
    }

    struct boss_grizzleAI: public ScriptedAI
    {
        boss_grizzleAI (Creature *c) :
                ScriptedAI(c)
        {
        }

        uint32 GroundTremor_Timer;
        uint32 Frenzy_Timer;

        void Reset ()
        {
            GroundTremor_Timer = 12000;
            Frenzy_Timer = 0;
        }

        void EnterCombat (Unit * /*who*/)
        {
        }

        void UpdateAI (const uint32 diff)
        {
            //Return since we have no target
            if (!UpdateVictim())
                return;

            //GroundTremor_Timer
            if (GroundTremor_Timer <= diff)
            {
                DoCast(me->getVictim(), SPELL_GROUNDTREMOR);
                GroundTremor_Timer = 8000;
            }
            else
                GroundTremor_Timer -= diff;

            //Frenzy_Timer
            if (HealthBelowPct(51))
            {
                if (Frenzy_Timer <= diff)
                {
                    DoCast(me, SPELL_FRENZY);
                    DoScriptText(EMOTE_GENERIC_FRENZY_KILL, me);

                    Frenzy_Timer = 15000;
                }
                else
                    Frenzy_Timer -= diff;
            }

            DoMeleeAttackIfReady();
        }
    };
};

void AddSC_boss_grizzle ()
{
    new boss_grizzle();
}
